diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index 2db875a01..26975ff1e 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -69,6 +69,7 @@ namespace MWMechanics return new AiWander(*this); } + // TODO: duration is passed in but never used, check if it is needed bool AiWander::execute (const MWWorld::Ptr& actor,float duration) { actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); @@ -102,20 +103,21 @@ namespace MWMechanics ESM::Position pos = actor.getRefData().getPosition(); + // Once off initialization to discover & store allowed node points for this actor. if(!mStoredAvailableNodes) { - mStoredAvailableNodes = true; mPathgrid = world->getStore().get().search(*actor.getCell()->getCell()); mCellX = actor.getCell()->getCell()->mData.mX; mCellY = actor.getCell()->getCell()->mData.mY; + // TODO: If there is no path does this actor get stuck forever? if(!mPathgrid) mDistance = 0; else if(mPathgrid->mPoints.empty()) mDistance = 0; - if(mDistance) + if(mDistance) // A distance value is initially passed into the constructor. { mXCell = 0; mYCell = 0; @@ -151,10 +153,13 @@ namespace MWMechanics } mCurrentNode = mAllowedNodes[index]; mAllowedNodes.erase(mAllowedNodes.begin() + index); + + mStoredAvailableNodes = true; // set only if successful in finding allowed nodes } } } + // TODO: Does this actor stay in one spot forever while in AiWander? if(mAllowedNodes.empty()) mDistance = 0; @@ -162,7 +167,7 @@ namespace MWMechanics if(mDistance && (mCellX != actor.getCell()->getCell()->mData.mX || mCellY != actor.getCell()->getCell()->mData.mY)) mDistance = 0; - if(mChooseAction) + if(mChooseAction) // Initially set true by the constructor. { mPlayedIdle = 0; unsigned short idleRoll = 0; @@ -208,7 +213,8 @@ namespace MWMechanics } } - if(mIdleNow) + // Allow interrupting a walking actor to trigger a greeting + if(mIdleNow || (mWalking && (mWalkState != State_Norm))) { // Play a random voice greeting if the player gets too close const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); @@ -222,6 +228,14 @@ namespace MWMechanics float playerDist = Ogre::Vector3(player.getRefData().getPosition().pos).distance( Ogre::Vector3(actor.getRefData().getPosition().pos)); + if(mWalking && playerDist <= helloDistance) + { + stopWalking(actor); + mMoveNow = false; + mWalking = false; + mWalkState = State_Norm; + } + if (!mSaidGreeting) { // TODO: check if actor is aware / has line of sight @@ -353,7 +367,7 @@ namespace MWMechanics if(mWalkState == State_Evade) { - //std::cout << "Stuck \""<= COUNT_BEFORE_RESET) // something has gone wrong, reset { - //std::cout << "Reset \""<